Zero-K v1.6.3.5 - Sea and Rogue Fix

The most noticeable features of this versions is a balance pass for sea and a fix for the Rogue buff. The projectile speed buff for Rogue was accidentally not applied due to a bug. This has been fixed. We've also made other fixes and balance changes, including engine stability fixes that are not listed here.

The Corsair change is a bit less dramatic than it looks, especially against smaller targets. Previously the shotgun spread caused it to miss a fair bit, especially against smaller targets. Combined with the increase in Hunter and Cutter size, and the other nerfs to Cutter, it's probably better against those units than it was before.

A nerf to surface ships to put their cost-effectiveness closer to land units (but still stronger) is a good thing.

I think you've gone too far with it in some cases, though, namely shogun. It seems it's cost-effectiveness at the moment is similar to that of merlin, which is a land-based strider. Sea people will just spam envoys instead.

And the increase in ship sizes may seem visually wrong if they still have raider-like HP.

Right, I misremembered Merlin's cost. All the same, between Shogun's better range, speed and projectile velocity I do not see it being invalidated by Envoy. In fact I would say it probably counters Envoy while being less efficient as a bombardment option, which doesn't seem like a terrible place for Shogun to be.

Making Shogun slower and more powerful is a direction the unit could go, though.

Currently, land striders have three and a half tiers of growth:Basic striders - dante, scorpion, merlinIntermediate striders - funnelweb, also merlin because you rarely make merlin before dantePaladin tierDetriment tier

Sea striders (before the last change) were all basic-tier, and then the amphibious Detriment which is Detriment tier.

So, what if Shogun was Paladin of the seas? Or idk, maybe some version of Reef could do that.